Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: bombardments

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> RE: bombardments Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: bombardments - 8/3/2004 3:59:51 PM   
Pier5

 

Posts: 141
Joined: 2/6/2004
From: Portsmouth, Virginia
Status: offline
According to the rule book, the AE's can only replenish the secondary ammunition, 5" on down. This may change late in the war, seems like I remember something about that.

I have trouble identifying how long bombardments actually lasted, but I KNOW it was three days for Kwajalein. I don't think they looked like the ones we see in films, except for the final phase in which the bombardment peaked, then lifted for the final air attacks, which were gigantic (600 aircraft late in the war), then resumed during the approach of the landing craft. I think they were very methodical, identifying targets and destroying them with pinpoint battleship fire. Then shifting to area barrage in the final phase. In addition, targets were bombed heavily for weeks prior to an invasion. So far as I can tell, this kind of bombing in WitP doesn't do much for suppressing CD capability. I don't think we are talking weeks here for bombardment, but I think we are talking about 3-5 days. I'm certain the old battleships loaded a much higher ratio of HE to AP relative to the fast battleships, which no doubt loaded mostly AP.

I'm not sure exactly what's right here, but I know what we have now isn't it.

Pier5

(in reply to Sardaukar)
Post #: 31
RE: bombardments - 8/3/2004 4:04:52 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
Pier ... which are you saying is wrong: the AE or the Bombardment or both?

(in reply to Pier5)
Post #: 32
RE: bombardments - 8/3/2004 4:05:17 PM   
gts2096


Posts: 317
Joined: 5/20/2002
From: michigan
Status: offline
quote:

ORIGINAL: Pier5

According to the rule book, the AE's can only replenish the secondary ammunition, 5" on down. This may change late in the war, seems like I remember something about that.

Pier5


just read this again this morning in the manual p.187

(in reply to Pier5)
Post #: 33
RE: bombardments - 8/3/2004 5:55:42 PM   
Mike Scholl

 

Posts: 9349
Joined: 1/1/2003
From: Kansas City, MO
Status: offline
quote:

ORIGINAL: Pier5

According to the rule book, the AE's can only replenish the secondary ammunition, 5" on down. This may change late in the war, seems like I remember something about that.

I have trouble identifying how long bombardments actually lasted, but I KNOW it was three days for Kwajalein. I don't think they looked like the ones we see in films, except for the final phase in which the bombardment peaked, then lifted for the final air attacks, which were gigantic (600 aircraft late in the war), then resumed during the approach of the landing craft. I think they were very methodical, identifying targets and destroying them with pinpoint battleship fire. Then shifting to area barrage in the final phase. In addition, targets were bombed heavily for weeks prior to an invasion. So far as I can tell, this kind of bombing in WitP doesn't do much for suppressing CD capability. I don't think we are talking weeks here for bombardment, but I think we are talking about 3-5 days. I'm certain the old battleships loaded a much higher ratio of HE to AP relative to the fast battleships, which no doubt loaded mostly AP.

I'm not sure exactly what's right here, but I know what we have now isn't it.

Pier5

A great "rule of thumb" for figuring the load out of main calibre ammo on virtually all
warships is to figure out how many shells each main gun can fire in one hour and then
multiply by the number of guns. You will be amazed at how often this is within a few
shells of the actual load-out. One hour seems to have been the yardstick for figuring
ammunition storage.

Long bambardments such as some players have described were never done at the
max fate-of-fire, and rarely involved entire broadsides. Which meant a ship might
only fire off 6-10% of it's ammo an hour at "spotted" targets. Night bombardment
Missions such as the Japs ran at Guadalcanal rarely lasted more than 60-90 minutes,
and were done at much higher rates of fire against area targets.

(in reply to Pier5)
Post #: 34
RE: bombardments - 8/3/2004 6:24:04 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
quote:

A great "rule of thumb" for figuring the load out of main calibre ammo on virtually all
warships is to figure out how many shells each main gun can fire in one hour and then
multiply by the number of guns. You will be amazed at how often this is within a few
shells of the actual load-out. One hour seems to have been the yardstick for figuring
ammunition storage.


Quite true Mike and thats not the only reason for it.

A BB firing its guns in anger for that length of time will have so many things damaged from the shock effects of the recoil that it will be in danger of sinking itself

Couple this to the wear and tear on the barrels themselves and realistically, you'll be in for a major refit after a fight.

I pushed for self SYS damage to naval battles/bombardment a long time ago as a way of fitting this in, it just never made the list of what got put into the game.

(in reply to Mike Scholl)
Post #: 35
Page:   <<   < prev  1 [2]
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> RE: bombardments Page: <<   < prev  1 [2]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.738